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- #version GLSL_VERSION
- /*==============================================================================
- VARS
- ==============================================================================*/
- #var PRECISION highp
- #var NUM_LIGHTS 0
- #var SKY_TEXTURE 0
- #var SKY_COLOR 0
- #var PROCEDURAL_FOG 0
- #var TEXTURE_BLEND_TYPE TEXTURE_BLEND_TYPE_MIX
- #var ALPHA 0
- #var ALPHA_CLIP 0
- #var SOFT_STRENGTH 0.25
- #var SOFT_PARTICLES 0
- #var NODES 0
- #var HALO_PARTICLES 0
- #var TEXTURE_COLOR 0
- #var USE_ENVIRONMENT_LIGHT 0
- #var SKY_STARS 0
- #var DISABLE_FOG 0
- #var WATER_EFFECTS 0
- #var USE_FOG 0
- #var PARTICLES_SHADELESS 0
- #var USE_TBN_SHADING 0
- /*==============================================================================
- INCLUDES
- ==============================================================================*/
- #include <precision_statement.glslf>
- #include <std.glsl>
- #include <color_util.glslf>
- #if SOFT_PARTICLES || NODES
- #include <pack.glslf>
- #endif
- /*==============================================================================
- GLOBAL UNIFORMS
- ==============================================================================*/
- #if !HALO_PARTICLES
- # if TEXTURE_COLOR
- uniform sampler2D u_sampler;
- # endif
- uniform float u_environment_energy;
- # if NUM_LIGHTS > 0
- // light_factors packed in the w componnets
- uniform vec4 u_light_positions[NUM_LIGHTS];
- uniform vec3 u_light_directions[NUM_LIGHTS];
- uniform vec4 u_light_color_intensities[NUM_LIGHTS];
- # endif
- # if TEXTURE_COLOR
- uniform float u_diffuse_color_factor;
- # endif
- # if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
- uniform samplerCube u_sky_texture;
- # elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
- uniform vec3 u_horizon_color;
- uniform vec3 u_zenith_color;
- # endif
- /*==============================================================================
- MATERIAL UNIFORMS
- ==============================================================================*/
- uniform vec2 u_diffuse_params;
- uniform float u_diffuse_intensity;
- uniform float u_emit;
- uniform float u_ambient;
- uniform vec3 u_specular_color;
- uniform vec3 u_specular_params;
- #else //!HALO_PARTICLES
- uniform float u_halo_size;
- uniform vec3 u_halo_rings_color;
- uniform float u_halo_hardness;
- uniform vec3 u_halo_lines_color;
- # if SKY_STARS
- uniform vec3 u_sun_intensity;
- uniform float u_halo_stars_blend;
- uniform float u_halo_stars_height;
- # endif
- uniform float u_p_alpha_start;
- uniform float u_p_alpha_end;
- #endif //!HALO_PARTICLES
- #if !DISABLE_FOG
- uniform vec4 u_fog_color_density;
- # if WATER_EFFECTS
- uniform vec4 u_underwater_fog_color_density;
- uniform float u_cam_water_depth;
- # endif
- # if PROCEDURAL_FOG
- uniform mat4 u_cube_fog;
- # endif
- # if USE_FOG
- uniform vec4 u_fog_params; // intensity, depth, start, height
- # endif
- #endif
- uniform vec4 u_diffuse_color;
- #if SOFT_PARTICLES
- uniform PRECISION sampler2D u_scene_depth;
- uniform float u_view_max_depth;
- #endif
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- #if SOFT_PARTICLES
- GLSL_IN vec3 v_tex_pos_clip;
- #endif
- #if TEXTURE_COLOR || HALO_PARTICLES || USE_NODE_TEX_COORD_UV || USE_NODE_UV_MERGED \
- || USE_NODE_UVMAP || USE_NODE_GEOMETRY_UV || USE_NODE_GEOMETRY_OR \
- || USE_NODE_TEX_COORD_GE
- GLSL_IN vec2 v_texcoord;
- #endif
- GLSL_IN vec3 v_pos_world;
- #if !NODES
- # if !HALO_PARTICLES
- GLSL_IN float v_alpha;
- # endif
- GLSL_IN vec3 v_color;
- #endif
- #if !PARTICLES_SHADELESS || !DISABLE_FOG
- GLSL_IN vec3 v_eye_dir;
- #endif
- #if SOFT_PARTICLES || !DISABLE_FOG || NODES
- GLSL_IN vec4 v_pos_view;
- #endif
- #if HALO_PARTICLES
- GLSL_IN float v_vertex_random;
- # if SKY_STARS
- GLSL_IN vec4 v_position_world;
- # endif
- #endif
- #if USE_TBN_SHADING
- GLSL_IN vec3 v_shade_tang;
- #endif
- //------------------------------------------------------------------------------
- GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
- /*==============================================================================
- FUNCTIONS
- ==============================================================================*/
- #include <lighting_nodes.glslf>
- #if !DISABLE_FOG
- #include <fog.glslf>
- #endif
- #if !HALO_PARTICLES
- #include <environment.glslf>
- #endif
- #if HALO_PARTICLES
- #include <halo_color.glslf>
- #endif
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- # if !PARTICLES_SHADELESS || !DISABLE_FOG
- vec3 eye_dir = normalize(v_eye_dir);
- # endif
- # if HALO_PARTICLES
- vec4 frag_color = halo_color();
- vec3 color = frag_color.rgb * v_color;
- float diam = 0.9 * length(v_texcoord);
- float transp = smoothstep(u_p_alpha_start, u_p_alpha_end, diam);
- float alpha = frag_color.a * (1.0 - transp);
- # else // HALO_PARTICLES
- vec4 diffuse_color = u_diffuse_color;
- # if TEXTURE_COLOR
- vec4 texture_color = GLSL_TEXTURE(u_sampler, v_texcoord);
- srgb_to_lin(texture_color.rgb);
- # if TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MIX
- diffuse_color.rgb = mix(diffuse_color.rgb, texture_color.rgb, u_diffuse_color_factor);
- # elif TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MULTIPLY
- diffuse_color.rgb *= mix(vec3(1.0), texture_color.rgb, u_diffuse_color_factor);
- # endif
- diffuse_color.a = texture_color.a;
- # endif // TEXTURE_COLOR
- diffuse_color.rgb *= v_color;
- # if !PARTICLES_SHADELESS
- vec3 D = u_diffuse_intensity * diffuse_color.rgb;
-
- vec3 E = u_emit * diffuse_color.rgb;
- vec3 normal = vec3(0.0, 0.0, 1.0);
- # if USE_ENVIRONMENT_LIGHT && !SKY_TEXTURE && SKY_COLOR
- vec3 environment_color = u_environment_energy * get_environment_color(vec3(0.0));
- # else
- vec3 environment_color = u_environment_energy * get_environment_color(normal);
- # endif
- vec3 A = u_ambient * environment_color;
- float specint = u_specular_params[0];
- vec2 spec_params = vec2(u_specular_params[1], u_specular_params[2]);
- vec3 S = specint * u_specular_color;
- vec3 color;
- vec3 specular;
- nodes_lighting(E, A, D, S, v_pos_world, normal, eye_dir, spec_params,
- u_diffuse_params, vec4(1.0), 0.0, vec4(0.0), color, specular);
-
- # else // !PARTICLES_SHADELESS
- vec3 color = diffuse_color.rgb;
- # endif // !PARTICLES_SHADELESS
- float alpha = diffuse_color.a * v_alpha;
- #endif // HALO_PARTICLES
- #if ALPHA
- # if ALPHA_CLIP
- if (alpha < 0.5)
- discard;
- alpha = 1.0; // prevent blending with html content
- # endif // ALPHA CLIP
- #else // ALPHA
- alpha = 1.0;
- #endif // ALPHA
- #if !DISABLE_FOG
- fog(color, length(v_pos_view), eye_dir, 1.0);
- #endif
- #if SOFT_PARTICLES
- float view_depth = -v_pos_view.z / u_view_max_depth;
- vec4 scene_depth_rgba = GLSL_TEXTURE_PROJ(u_scene_depth, v_tex_pos_clip);
- float scene_depth = unpack_float(scene_depth_rgba);
- float delta = scene_depth - view_depth;
- float depth_diff = u_view_max_depth / SOFT_STRENGTH * delta;
- alpha = alpha * min(depth_diff, 1.0);
- #endif
- lin_to_srgb(color);
- #if ALPHA && !ALPHA_CLIP
- premultiply_alpha(color, alpha);
- #endif
- GLSL_OUT_FRAG_COLOR = vec4(color, alpha);
- }
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